My Balancing suggestions
Posted: Wed Mar 21, 2007 9:52 pm
Hello everyone,
i noticed your project as i read the articel about MoM at the german Wikipedia. I'm realy excited about the work you've done already and can't wait to play a game of mom multiplayer against friends.
I loved to play this game since its release but there are some problems that frustrate me more and more eaxh time i play it!
I decided to write them down nad would like to hear what u other MoM players think of them.
As u may have noticed i'm not a native speaker so excuse my intricate wording ;) ....
1. The speed of the game feels to slow. At the start the development is to slow and if the game moves on, it feels slow because there is soooo much micromanagement to do.
At the beginning you have nothing to do for many turns because its not possible to build settlers in a appropriate time until 3-6 buildings are ready, same for good units. With slow growing races often the first settler appears after more then 40 (granary 8 + market 10 + farmers market 10 + settler 8 ) rounds. Maybe the costs of the early buildings and settlers should be lowered.
The problem with micromanagement could be solved by adding queues for building, sumoning and spell research. But i think explode is trying to do this already!?
2. combat is not balanced. i can't prove this but it seems to me that there is something like thresholds or levels concerning combat strength of units. A unit above one threshhold never loses to a unit of a level below. its not that the better unit just regularly wins, units of a higher level tend to not lose a single heart even if they defeat 9 units of a lower level. For example veteran Beserkers defeat 9 swordmen easily, both dragons, torin and other good heroes defeat everything but one of the others, etc....
This makes it impossible to defend every city. If i have a few nodes, i make a few dragons and make a group with my 3 best heroes and take every city i like. Not even the cheating AI is able to defend more then two or three citys against something like that.
It would be nice if the "overall combat strength" of all Units could be closer together. Maybe its possible to make some kind of city defens bonus like most other TBS Games have. (My impression is that Walls are not realy good) puhhh...its hard for me to describe this in english, i hope you get what i mean.
3. Balancing of colors is not good! I agree to implodes opinion he has written in this thread. White is to strong, red to weak, the other three are more or less ok. The overall strength of the colors is not a big problem for me as long as i play against the Ai because i like the chalenge. What makes some colors unfun and uninteresting for me is the fact that there are so much spells that have no use in the game. I never use black spells that hit enemy cities because they are useless against cheating ai and even against human enemys they would be not worth the mana they cost.
4. The Map editor will be a big problem in Multiplayer. Of ten starting locations 4 locations are ok, but 4 are impossible to play and 3 are much to good ( like 2 deers, deer+gold+big river, etc).
If you have 4 human players, one or two have no chance to win and two will sit there and hope that nobody has the "good" start.
Maybe it is possible that no starting locations are generated on small islands or in the middle of huge deserts!
Keep up this good work!!
Greets, asbesthund
i noticed your project as i read the articel about MoM at the german Wikipedia. I'm realy excited about the work you've done already and can't wait to play a game of mom multiplayer against friends.
I loved to play this game since its release but there are some problems that frustrate me more and more eaxh time i play it!
I decided to write them down nad would like to hear what u other MoM players think of them.
As u may have noticed i'm not a native speaker so excuse my intricate wording ;) ....
1. The speed of the game feels to slow. At the start the development is to slow and if the game moves on, it feels slow because there is soooo much micromanagement to do.
At the beginning you have nothing to do for many turns because its not possible to build settlers in a appropriate time until 3-6 buildings are ready, same for good units. With slow growing races often the first settler appears after more then 40 (granary 8 + market 10 + farmers market 10 + settler 8 ) rounds. Maybe the costs of the early buildings and settlers should be lowered.
The problem with micromanagement could be solved by adding queues for building, sumoning and spell research. But i think explode is trying to do this already!?
2. combat is not balanced. i can't prove this but it seems to me that there is something like thresholds or levels concerning combat strength of units. A unit above one threshhold never loses to a unit of a level below. its not that the better unit just regularly wins, units of a higher level tend to not lose a single heart even if they defeat 9 units of a lower level. For example veteran Beserkers defeat 9 swordmen easily, both dragons, torin and other good heroes defeat everything but one of the others, etc....
This makes it impossible to defend every city. If i have a few nodes, i make a few dragons and make a group with my 3 best heroes and take every city i like. Not even the cheating AI is able to defend more then two or three citys against something like that.
It would be nice if the "overall combat strength" of all Units could be closer together. Maybe its possible to make some kind of city defens bonus like most other TBS Games have. (My impression is that Walls are not realy good) puhhh...its hard for me to describe this in english, i hope you get what i mean.
3. Balancing of colors is not good! I agree to implodes opinion he has written in this thread. White is to strong, red to weak, the other three are more or less ok. The overall strength of the colors is not a big problem for me as long as i play against the Ai because i like the chalenge. What makes some colors unfun and uninteresting for me is the fact that there are so much spells that have no use in the game. I never use black spells that hit enemy cities because they are useless against cheating ai and even against human enemys they would be not worth the mana they cost.
4. The Map editor will be a big problem in Multiplayer. Of ten starting locations 4 locations are ok, but 4 are impossible to play and 3 are much to good ( like 2 deers, deer+gold+big river, etc).
If you have 4 human players, one or two have no chance to win and two will sit there and hope that nobody has the "good" start.
Maybe it is possible that no starting locations are generated on small islands or in the middle of huge deserts!
Keep up this good work!!
Greets, asbesthund